( function () {
/**
 * Pixelation shader
 */
const PixelShader = {
  uniforms: {
    'tDiffuse': {
      value: null
    },
    'resolution': {
      value: null
    },
    'pixelSize': {
      value: 1
    }
  },
  vertexShader:
  /* glsl */
  `

		varying highp vec2 vUv;

			void main() {

				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
  fragmentShader:
  /* glsl */
  `

		uniform sampler2D tDiffuse;
		uniform float pixelSize;
		uniform vec2 resolution;

		varying highp vec2 vUv;

		void main(){

			vec2 dxy = pixelSize / resolution;
			vec2 coord = dxy * floor( vUv / dxy );
			gl_FragColor = texture2D(tDiffuse, coord);

		}`
};

THREE.PixelShader = PixelShader;
} )();
